import {
  document,
	window,
	HTMLCanvasElement,
	requestAnimationFrame,
	cancelAnimationFrame,
core,
	Event,
  Event0
} from "dhtml-weixin"
import * as THREE from './three/Three';

import Stats from 'three/addons/libs/stats.module.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';

import { BokehShader, BokehDepthShader } from 'three/addons/shaders/BokehShader2.js';

var requestId
Page({
  onShareAppMessage(){
    return getApp().onShare()
  },
  onShareTimeline(){
     return {title:"ThreeX 2.0"}
  },
	onUnload() {
		cancelAnimationFrame(requestId, this.canvas)
		this.worker && this.worker.terminate()
if(this.canvas) this.canvas = null
		setTimeout(() => {
			if (this.renderer instanceof THREE.WebGLRenderer) {
				this.renderer.dispose()
				this.renderer.forceContextLoss()
				this.renderer.context = null
				this.renderer.domElement = null
				this.renderer = null
			}
		}, 0)
	},
  webgl_touch(e){
		const web_e = (window.platform=="devtools"?Event:Event0).fix(e)
		this.canvas.dispatchEvent(web_e)
  },
  onLoad() {
		document.createElementAsync("canvas", "webgl2").then(canvas => {
      this.canvas = canvas
      this.body_load(canvas).then()
    })
  },
  async body_load(canvas3d) {	
  let container, stats;
  let camera, scene, renderer, materialDepth;

  let windowHalfX = window.innerWidth / 2;
  let windowHalfY = window.innerHeight / 2;

  let distance = 100;
  let effectController;

  const postprocessing = { enabled: true };

  const shaderSettings = {
    rings: 3,
    samples: 4
  };

  const mouse = new THREE.Vector2();
  const raycaster = new THREE.Raycaster();
  const target = new THREE.Vector3( 0, 20, - 50 );
  const planes = [];
  const leaves = 100;

  init();
  animate();

  function init() {

    container = document.createElement( 'div' );
    document.body.appendChild( container );

    camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 3000 );

    camera.position.y = 150;
    camera.position.z = 450;

    scene = new THREE.Scene();
    scene.add( camera );

    renderer = new THREE.WebGLRenderer();
    renderer.setPixelRatio( window.devicePixelRatio );
    renderer.setSize( window.innerWidth, window.innerHeight );
    renderer.autoClear = false;
    container.appendChild( renderer.domElement );

    const depthShader = BokehDepthShader;

    materialDepth = new THREE.ShaderMaterial( {
      uniforms: depthShader.uniforms,
      vertexShader: depthShader.vertexShader,
      fragmentShader: depthShader.fragmentShader
    } );

    materialDepth.uniforms[ 'mNear' ].value = camera.near;
    materialDepth.uniforms[ 'mFar' ].value = camera.far;

    // skybox

    const r = 'textures/cube/Bridge2/';
    const urls = [ r + 'posx.jpg', r + 'negx.jpg',
           r + 'posy.jpg', r + 'negy.jpg',
           r + 'posz.jpg', r + 'negz.jpg' ];

    const textureCube = new THREE.CubeTextureLoader().load( urls );

    scene.background = textureCube;

    // plane particles

    const planePiece = new THREE.PlaneGeometry( 10, 10, 1, 1 );

    const planeMat = new THREE.MeshPhongMaterial( {
      color: 0xffffff * 0.4,
      shininess: 0.5,
      specular: 0xffffff,
      envMap: textureCube,
      side: THREE.DoubleSide,
      forceSinglePass: true
    } );

    const rand = Math.random;

    for ( let i = 0; i < leaves; i ++ ) {

      const plane = new THREE.Mesh( planePiece, planeMat );
      plane.rotation.set( rand(), rand(), rand() );
      plane.rotation.dx = rand() * 0.1;
      plane.rotation.dy = rand() * 0.1;
      plane.rotation.dz = rand() * 0.1;

      plane.position.set( rand() * 150, 0 + rand() * 300, rand() * 150 );
      plane.position.dx = ( rand() - 0.5 );
      plane.position.dz = ( rand() - 0.5 );
      scene.add( plane );
      planes.push( plane );

    }

    // adding Monkeys

    const loader2 = new THREE.BufferGeometryLoader();
    loader2.load( 'models/json/suzanne_buffergeometry.json', function ( geometry ) {

      geometry.computeVertexNormals();

      const material = new THREE.MeshPhongMaterial( {
        specular: 0xffffff,
        envMap: textureCube,
        shininess: 50,
        reflectivity: 1.0,
        flatShading: true
      } );

      const monkeys = 20;

      for ( let i = 0; i < monkeys; i ++ ) {

        const mesh = new THREE.Mesh( geometry, material );

        mesh.position.z = Math.cos( i / monkeys * Math.PI * 2 ) * 200;
        mesh.position.y = Math.sin( i / monkeys * Math.PI * 3 ) * 20;
        mesh.position.x = Math.sin( i / monkeys * Math.PI * 2 ) * 200;

        mesh.rotation.y = i / monkeys * Math.PI * 2;

        mesh.scale.setScalar( 30 );

        scene.add( mesh );

      }

    } );

    // add balls

    const geometry = new THREE.SphereGeometry( 1, 20, 20 );

    for ( let i = 0; i < 20; i ++ ) {

      const ballmaterial = new THREE.MeshPhongMaterial( {
        color: 0xffffff * Math.random(),
        shininess: 0.5,
        specular: 0xffffff,
        envMap: textureCube } );

      const mesh = new THREE.Mesh( geometry, ballmaterial );

      mesh.position.x = ( Math.random() - 0.5 ) * 200;
      mesh.position.y = Math.random() * 50;
      mesh.position.z = ( Math.random() - 0.5 ) * 200;
      mesh.scale.multiplyScalar( 10 );
      scene.add( mesh );

    }

    // lights

    scene.add( new THREE.AmbientLight( 0xcccccc ) );

    const directionalLight1 = new THREE.DirectionalLight( 0xffffff, 6 );
    directionalLight1.position.set( 2, 1.2, 10 ).normalize();
    scene.add( directionalLight1 );

    const directionalLight2 = new THREE.DirectionalLight( 0xffffff, 3 );
    directionalLight2.position.set( - 2, 1.2, - 10 ).normalize();
    scene.add( directionalLight2 );

    initPostprocessing();

    stats = new Stats();
    container.appendChild( stats.dom );

    container.style.touchAction = 'none';
    container.addEventListener( 'pointermove', onPointerMove );

    effectController = {

      enabled: true,
      jsDepthCalculation: true,
      shaderFocus: false,

      fstop: 2.2,
      maxblur: 1.0,

      showFocus: false,
      focalDepth: 2.8,
      manualdof: false,
      vignetting: false,
      depthblur: false,

      threshold: 0.5,
      gain: 2.0,
      bias: 0.5,
      fringe: 0.7,

      focalLength: 35,
      noise: true,
      pentagon: false,

      dithering: 0.0001

    };

    const matChanger = function () {

      for ( const e in effectController ) {

        if ( e in postprocessing.bokeh_uniforms ) {

          postprocessing.bokeh_uniforms[ e ].value = effectController[ e ];

        }

      }

      postprocessing.enabled = effectController.enabled;
      postprocessing.bokeh_uniforms[ 'znear' ].value = camera.near;
      postprocessing.bokeh_uniforms[ 'zfar' ].value = camera.far;
      camera.setFocalLength( effectController.focalLength );

    };

    const gui = new GUI();

    gui.add( effectController, 'enabled' ).onChange( matChanger );
    gui.add( effectController, 'jsDepthCalculation' ).onChange( matChanger );
    gui.add( effectController, 'shaderFocus' ).onChange( matChanger );
    gui.add( effectController, 'focalDepth', 0.0, 200.0 ).listen().onChange( matChanger );

    gui.add( effectController, 'fstop', 0.1, 22, 0.001 ).onChange( matChanger );
    gui.add( effectController, 'maxblur', 0.0, 5.0, 0.025 ).onChange( matChanger );

    gui.add( effectController, 'showFocus' ).onChange( matChanger );
    gui.add( effectController, 'manualdof' ).onChange( matChanger );
    gui.add( effectController, 'vignetting' ).onChange( matChanger );

    gui.add( effectController, 'depthblur' ).onChange( matChanger );

    gui.add( effectController, 'threshold', 0, 1, 0.001 ).onChange( matChanger );
    gui.add( effectController, 'gain', 0, 100, 0.001 ).onChange( matChanger );
    gui.add( effectController, 'bias', 0, 3, 0.001 ).onChange( matChanger );
    gui.add( effectController, 'fringe', 0, 5, 0.001 ).onChange( matChanger );

    gui.add( effectController, 'focalLength', 16, 80, 0.001 ).onChange( matChanger );

    gui.add( effectController, 'noise' ).onChange( matChanger );

    gui.add( effectController, 'dithering', 0, 0.001, 0.0001 ).onChange( matChanger );

    gui.add( effectController, 'pentagon' ).onChange( matChanger );

    gui.add( shaderSettings, 'rings', 1, 8 ).step( 1 ).onChange( shaderUpdate );
    gui.add( shaderSettings, 'samples', 1, 13 ).step( 1 ).onChange( shaderUpdate );

    matChanger();

    window.addEventListener( 'resize', onWindowResize );

  }

  function onWindowResize() {

    camera.aspect = window.innerWidth / window.innerHeight;
    camera.updateProjectionMatrix();

    windowHalfX = window.innerWidth / 2;
    windowHalfY = window.innerHeight / 2;

    postprocessing.rtTextureDepth.setSize( window.innerWidth, window.innerHeight );
    postprocessing.rtTextureColor.setSize( window.innerWidth, window.innerHeight );

    postprocessing.bokeh_uniforms[ 'textureWidth' ].value = window.innerWidth;
    postprocessing.bokeh_uniforms[ 'textureHeight' ].value = window.innerHeight;

    renderer.setSize( window.innerWidth, window.innerHeight );

  }

  function onPointerMove( event ) {

    if ( event.isPrimary === false ) return;

    mouse.x = ( event.clientX - windowHalfX ) / windowHalfX;
    mouse.y = - ( event.clientY - windowHalfY ) / windowHalfY;

    postprocessing.bokeh_uniforms[ 'focusCoords' ].value.set( event.clientX / window.innerWidth, 1 - ( event.clientY / window.innerHeight ) );

  }

  function initPostprocessing() {

    postprocessing.scene = new THREE.Scene();

    postprocessing.camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 10000, 10000 );
    postprocessing.camera.position.z = 100;

    postprocessing.scene.add( postprocessing.camera );

    postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { type: THREE.HalfFloatType } );
    postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { type: THREE.HalfFloatType } );

    const bokeh_shader = BokehShader;

    postprocessing.bokeh_uniforms = THREE.UniformsUtils.clone( bokeh_shader.uniforms );

    postprocessing.bokeh_uniforms[ 'tColor' ].value = postprocessing.rtTextureColor.texture;
    postprocessing.bokeh_uniforms[ 'tDepth' ].value = postprocessing.rtTextureDepth.texture;
    postprocessing.bokeh_uniforms[ 'textureWidth' ].value = window.innerWidth;
    postprocessing.bokeh_uniforms[ 'textureHeight' ].value = window.innerHeight;

    postprocessing.materialBokeh = new THREE.ShaderMaterial( {

      uniforms: postprocessing.bokeh_uniforms,
      vertexShader: bokeh_shader.vertexShader,
      fragmentShader: bokeh_shader.fragmentShader,
      defines: {
        RINGS: shaderSettings.rings,
        SAMPLES: shaderSettings.samples
      }

    } );

    postprocessing.quad = new THREE.Mesh( new THREE.PlaneGeometry( window.innerWidth, window.innerHeight ), postprocessing.materialBokeh );
    postprocessing.quad.position.z = - 500;
    postprocessing.scene.add( postprocessing.quad );

  }

  function shaderUpdate() {

    postprocessing.materialBokeh.defines.RINGS = shaderSettings.rings;
    postprocessing.materialBokeh.defines.SAMPLES = shaderSettings.samples;
    postprocessing.materialBokeh.needsUpdate = true;

  }

  function animate() {

    requestId = requestAnimationFrame( animate, renderer.domElement );

    render();
    stats.update();

  }

  function linearize( depth ) {

    const zfar = camera.far;
    const znear = camera.near;
    return - zfar * znear / ( depth * ( zfar - znear ) - zfar );

  }

  function smoothstep( near, far, depth ) {

    const x = saturate( ( depth - near ) / ( far - near ) );
    return x * x * ( 3 - 2 * x );

  }

  function saturate( x ) {

    return Math.max( 0, Math.min( 1, x ) );

  }

  function render() {

    const time = Date.now() * 0.00015;

    camera.position.x = Math.cos( time ) * 400;
    camera.position.z = Math.sin( time ) * 500;
    camera.position.y = Math.sin( time / 1.4 ) * 100;

    camera.lookAt( target );

    camera.updateMatrixWorld();

    if ( effectController.jsDepthCalculation ) {

      raycaster.setFromCamera( mouse, camera );

      const intersects = raycaster.intersectObjects( scene.children, true );

      const targetDistance = ( intersects.length > 0 ) ? intersects[ 0 ].distance : 1000;

      distance += ( targetDistance - distance ) * 0.03;

      const sdistance = smoothstep( camera.near, camera.far, distance );

      const ldistance = linearize( 1 - sdistance );

      postprocessing.bokeh_uniforms[ 'focalDepth' ].value = ldistance;

      effectController[ 'focalDepth' ] = ldistance;

    }

    for ( let i = 0; i < leaves; i ++ ) {

      const plane = planes[ i ];
      plane.rotation.x += plane.rotation.dx;
      plane.rotation.y += plane.rotation.dy;
      plane.rotation.z += plane.rotation.dz;
      plane.position.y -= 2;
      plane.position.x += plane.position.dx;
      plane.position.z += plane.position.dz;

      if ( plane.position.y < 0 ) plane.position.y += 300;

    }


    if ( postprocessing.enabled ) {

      renderer.clear();

      // render scene into texture

      renderer.setRenderTarget( postprocessing.rtTextureColor );
      renderer.clear();
      renderer.render( scene, camera );

      // render depth into texture

      scene.overrideMaterial = materialDepth;
      renderer.setRenderTarget( postprocessing.rtTextureDepth );
      renderer.clear();
      renderer.render( scene, camera );
      scene.overrideMaterial = null;

      // render bokeh composite

      renderer.setRenderTarget( null );
      renderer.render( postprocessing.scene, postprocessing.camera );


    } else {

      scene.overrideMaterial = null;

      renderer.setRenderTarget( null );
      renderer.clear();
      renderer.render( scene, camera );

    }

  }
  }
})